Game mechanics: Difference between revisions
(→Physical damage: added non-sacrificial special damage multiplier) |
(→Accuracy: Clarified slicer manual evasion + collision because the target's hitbox size matters.) |
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* Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink. | * Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink. | ||
The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target's hitbox. This distance is 8 units for bullets | The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target's hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the "MISS" text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check. | ||
Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target's original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target's hitbox and the slicer's original position is less than the weapon's max distance. Due to consideration of the target's hitbox, slicers rarely experience manual evasion on most enemies. | |||
Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by <code>(Distance to Target) / Speed</code>. It is possible for the game to destroy the projectile before it physically collides with the target's hitbox if the target was pushed back. There will be no "MISS" text in this case. This is commonly seen when using Heavy Attacks with weapons such as L&K38 Combat and Yasminkov 9000M at a distance. | Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by <code>(Distance to Target) / Speed</code>. It is possible for the game to destroy the projectile before it physically collides with the target's hitbox if the target was pushed back. There will be no "MISS" text in this case. This is commonly seen when using Heavy Attacks with weapons such as L&K38 Combat and Yasminkov 9000M at a distance. |
Revision as of 05:46, 24 October 2023
Compilation of formulas and other mechanics.
Physical damage
To calculate physical damage (meaning any damage not coming from a special attack or a technique), begin by calculating the equipment ATP:
EA = [WA + AA + ShA + Grind x 2] x [ATR + 1.0]
- EA = Equipment ATP
- WA = Weapon base ATP
- AA = Armor ATP
- ShA = Shield ATP
- ATR = Weapon attribute %
Next, add the bonuses from shifta:
SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]
- SA = Shifta ATP
- BA = base ATP
- Shifta = Shifta Base Power (table below)
- MWA = Maximum possible weapon ATP
- MinWA = Minimum possible weapon ATP
To determine your final ATP, add your BA, EA, and SA together:
ATP = BA + EA + SA
Finally, to calculate your damage on a monster:
[(ATP - DFP)/5] x 0.9 = Weak/Base
- Heavy: Base x 1.89x
- Sacrifice: Base x 3.33x
- Special: Base x 0.56x
- Vjaya: Base x 5.67x
- Critical: Result x 1.5
Critical rate
Critical Rate can be calculated by the following formula:
[LCK/5] = Critical % Rate
Accuracy
Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)
- Attack Type modifier is 1.0 for Weak Attack, 0.7 for Heavy Attack, 0.5 for Special Attack
- Combo Step modifier is 1.0 for first button press in combo, 1.3 for second, 1.69 for third.
Effective EVP = (Enemy EVP) * (Status Effect modifier)
Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen, 0.595 if both.
Accuracy = Effective ATA - (Effective EVP * 0.2)
- Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink.
The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target's hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the "MISS" text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check.
Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target's original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target's hitbox and the slicer's original position is less than the weapon's max distance. Due to consideration of the target's hitbox, slicers rarely experience manual evasion on most enemies.
Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by (Distance to Target) / Speed
. It is possible for the game to destroy the projectile before it physically collides with the target's hitbox if the target was pushed back. There will be no "MISS" text in this case. This is commonly seen when using Heavy Attacks with weapons such as L&K38 Combat and Yasminkov 9000M at a distance.
Technique damage
Technique damage formula:
{[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)
- TBP: Technique Base Power
- CB: Class Bonus
- WB: Weapon Bonus
- MB: Merge Bonus
- RES: Resistance
Amount healed by Resta (including Leilla Photon Blast):
MST * 0.5 + TBP
Technique | Base Power Formula | TP Cost Formula |
---|---|---|
Foie |
|
[1.3 * (TLv - 1)] + 5 |
Gifoie |
|
[0.37 x (TLv - 1)] + 20 |
RaFoie |
|
[0.25 * (TLv - 1)] + 30 |
Barta |
|
[1.2 * (TLv - 1)] + 4 |
Gibarta |
|
[0.5 * (TLv - 1)] + 25 |
Rabarta |
|
[0.2 * (TLv - 1)] + 35 |
Zonde |
|
[1.1 * (TLv - 1)] + 6 |
Gizonde |
|
[0.6 * (TLv - 1)] + 25 |
Razonde |
|
[0.3 * (TLv - 1)] + 35 |
Grants |
|
[1.1 * (TLv - 1)] + 45 |
Megid |
|
[1.05 * (TLv - 1)] + 30 |
Shifta |
|
[1.2 * (TLv - 1)] + 15 |
Deband |
|
[(TLv - 1)] + 10 |
Jellen |
|
[(TLv - 1)] + 10 |
Zalure |
|
[0.5 * (TLv - 1)] + 10 |
Anti | - | [0.5 * (TLv - 1)] + 10 |
Resta |
|
[1.2 * (TLv - 1)] + 15 |
Ryuker | - | 10 |
Reverser | - | 20 |
Special attacks
Frame data
- PSO BB runs at 30fps
- See Game mechanics/Frame data for individual weapon/technique frame data